Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Old base class (made up for 3.0 long ago) needs revamp
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Scion" data-source="post: 1744675" data-attributes="member: 5777"><p>I really like the 'cannot be healed through cure magics' which leads to the faster ability of repair. That keeps the flavor from the game that I like along with creating a balance point, they are simply more difficult to repair quickly than normal wounds.</p><p></p><p>At some point, if this works out properly, I will probably make an item that will work like a shield battery (store shield points into it and be able to pull them out at a later time, slight ability to regen itself) but that is a long way off and it would be pretty expensive.</p><p></p><p>At the rate of 1/level/hour this makes it possible to wait to be healed, but when forced there are definate issues and compromises (perhaps I should put in a halfway state, being able to surpress as needed. That way when they get low or worried it is a risk between taking half damage to hp and dealing less damage out, it may work)</p><p></p><p>So, it is still too slow to rely upon for rapid succession dungeons (shield charge is essential for that) but fast enough to be useful over the course of a long day.</p><p></p><p>Cure type spells giving back half of the normal is another way to go though. Which would require the shields regening slower. I will take a look at the warforged later (I believe they have a similar healing problem) and a few threads that talk about that to see how big of a drawback that is and if a normal party can cope with such a deficit.</p><p></p><p></p><p></p><p>I understand what you mean. I was just trying to simulate the original which used a mechanic that was not transported to 3.5. It was already edited out before though <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Combat trained? yes. But with the shields up and claws out.</p><p></p><p>Full BAB because they are a primary fighter (what else do they do?). The low base hd is because they get such a large amount of shield points. To be balanced they could not have high both and once the shield points are gone most of their combat ability is gone as well. Just makes sense to have a low base hd and higher amount of shield points <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> I couldnt put in a d8 for shield each level, that would just hurt me too much (I already dont make people roll for hp each level anyway).</p><p></p><p>I'll see what you have to say about the balance of the saves later. It really is a toss up whether or not to give them a good Fort save as they are a primary fighter type, but I figure that making them too weak then beefing them up is good, making them too strong and having to take away is bad <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Just flavor really. But how long would they have to be to improve reach anyway? Something like 7'+, which would correspond to 84 points of max damage. I suppose I could put in that if it gets over that long then reach is increased by 5' but is it really necissary? I put it in because it is good to know exact dimensions sometimes, mainly for out of combat purposes really.</p><p></p><p>Having just a straight value would work just as well, but I was imagining judgeing overall power based on maximum extension (which sounds a bit perverted, but I dont mean it that way, merely like a mages dual but safer <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p></p><p></p><p>The elemental plane of fire does 3d10 damage each round, average of 16.5, which does 33 damage to the shields on average. If someone has spent 11 feats to just be able to get past this I dont have much of a problem with that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Especially since they only get 7 total anyway from the class.</p><p></p><p></p><p>Most of the rest dealt with things that were already the way you said to make them, so I am guessing that means you are agreeing with the way it is <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Any ideas for filling in the higher, somewhat lack-luster, levels? Made a few changes above, will make some more tomorrow probably.</p></blockquote><p></p>
[QUOTE="Scion, post: 1744675, member: 5777"] I really like the 'cannot be healed through cure magics' which leads to the faster ability of repair. That keeps the flavor from the game that I like along with creating a balance point, they are simply more difficult to repair quickly than normal wounds. At some point, if this works out properly, I will probably make an item that will work like a shield battery (store shield points into it and be able to pull them out at a later time, slight ability to regen itself) but that is a long way off and it would be pretty expensive. At the rate of 1/level/hour this makes it possible to wait to be healed, but when forced there are definate issues and compromises (perhaps I should put in a halfway state, being able to surpress as needed. That way when they get low or worried it is a risk between taking half damage to hp and dealing less damage out, it may work) So, it is still too slow to rely upon for rapid succession dungeons (shield charge is essential for that) but fast enough to be useful over the course of a long day. Cure type spells giving back half of the normal is another way to go though. Which would require the shields regening slower. I will take a look at the warforged later (I believe they have a similar healing problem) and a few threads that talk about that to see how big of a drawback that is and if a normal party can cope with such a deficit. I understand what you mean. I was just trying to simulate the original which used a mechanic that was not transported to 3.5. It was already edited out before though ;) Combat trained? yes. But with the shields up and claws out. Full BAB because they are a primary fighter (what else do they do?). The low base hd is because they get such a large amount of shield points. To be balanced they could not have high both and once the shield points are gone most of their combat ability is gone as well. Just makes sense to have a low base hd and higher amount of shield points ;) I couldnt put in a d8 for shield each level, that would just hurt me too much (I already dont make people roll for hp each level anyway). I'll see what you have to say about the balance of the saves later. It really is a toss up whether or not to give them a good Fort save as they are a primary fighter type, but I figure that making them too weak then beefing them up is good, making them too strong and having to take away is bad ;) Just flavor really. But how long would they have to be to improve reach anyway? Something like 7'+, which would correspond to 84 points of max damage. I suppose I could put in that if it gets over that long then reach is increased by 5' but is it really necissary? I put it in because it is good to know exact dimensions sometimes, mainly for out of combat purposes really. Having just a straight value would work just as well, but I was imagining judgeing overall power based on maximum extension (which sounds a bit perverted, but I dont mean it that way, merely like a mages dual but safer ;) ). The elemental plane of fire does 3d10 damage each round, average of 16.5, which does 33 damage to the shields on average. If someone has spent 11 feats to just be able to get past this I dont have much of a problem with that ;) Especially since they only get 7 total anyway from the class. Most of the rest dealt with things that were already the way you said to make them, so I am guessing that means you are agreeing with the way it is ;) Any ideas for filling in the higher, somewhat lack-luster, levels? Made a few changes above, will make some more tomorrow probably. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Old base class (made up for 3.0 long ago) needs revamp
Top